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Posts posted by Foxhead
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Some words about current state of things -
Its been a while since i last posted something here, especially a update on the volumes, so i just wanna get everyone updated on my current status plus how i am feeling about making textures for the community. I haven't worked on FoxTex in a while, i have experimented on some things for the past months but nothing official or what i would call finished, i have been also working a lot, for those who don't know i have been working with 3D Realms for a while now, making textures for them and etc, so my time making textures for FoxTex became very limited, not that i haven't done anything for myself, i have, just not stuff that would fit for FoxTex. But this is not just about having time to work on FoxTex, i also haven't had the feeling for it too and i honestly don't know... I think the way i approached FoxTex while i was doing it was terrible, i sort saw it as a way to practice my stuff for the future instead of something for myself and for others and i won't lie that the lack of results from it also got me a little down, not invalidating the recent works i have seen for it, they are all amazing, i love seeing my work being used anywhere in any way and i also feel like doing this stuff mainly thinking about GZDoom and DOOM in general kinda put another weight/limit for myself.
I am not sure what to do from here, i don't wanna stop making free stuff for everyone, i just feel like i need to find another way, especially now that i have gone so far in my experience that my recent works don't even resemble whats in FoxTex anymore, maybe a new pack? just a free texture pack for any game engine? maybe with PBR materials too? (normalmap, heightmap, roughness, that kind of stuff if you know what i mean). And what about pricing? i have had alot of people come to me wanting to use my sets but i just have been saying no, but they are basically unfinished and i don't normally keep stuff that i feel like can be improved, so i would be seeling a terrible product once and fast forwards a few weeks and the product is better now.
I'm talking to much now, but, just know that i still wanna make something, texture related of course, i just need to find out what and structure it better.
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A new update has arrived:
- Bricks folder from VOL.1 has now been replaced, and the old folder is available in the EXTRAS- New metals and build textures, boxes, lockers and more...
- New foliage textures with transparency
- A few changes to textures in Vol.1 Concrete folder and added more as well
- New Vol.4 added, Liquids and animated textures! Currently in early access since alot of people have been asking for this release and i'm fairly confident not much will be removed/replaced.
Screenshots:
Spoiler -
UPDATE!!!!
Preview of my work on FoxTex VOL.4, Liquids:
SpoilerLot of work being put on the main Volumes, as well as the extras and secondaries.
Vol1_BRICKS got a new update and all new castle style bricks, a few new textures to Vol.1 and 2, and more works for Vol.3 with wooden crates, revamping of outside textures and more planks. Also new Metal crates for vol.2:Spoiler -
Update time!!
Vol.1:
Revamped a few concrete and marble textures
Vol.2:
New metal Door, metal Walls and all new curved metal support textures and Glass windows.
Revamped a ton of textures and redid others.
Vol.3:New redone textures, a few new wooden walls and support textures.
new experimental BRICKS volume:
For more info on this volume check the FAQ -
Update!!!
SpoilerVol.1
- many more concrete textures- reworks and fixes to existing ones
- new variants
vol.2
- few new 3d-ish metal walls
- new experimental chains
vol.3
- few new Wood textures and floorsAs of right now, Vol.1 is pretty big, because of that i will pay less attention to it and try to add more stuff to Vol.2 and Vol.3, as you can see they havent had much care. FTM (FoxTex Miscs) will also release soon, since its a grab-bag type of pack.
I have been pretty busy with my life so working on this has been a on and off type deal, without counting the times i was just not in the mood for working on it as well.
that's it for today. -
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On 9/9/2022 at 7:37 AM, retrogamer97 said:How do I load up the showcase map? I can't find it in the download.
The showcase maps downloads have been removed for now.
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First off, I already know about the Zdoom Wiki as well as Zscript Basics Github, and some other obscure sites.
What i'm really looking for is stuff that helps me learn and develop with zscript, obscure tips, ways for doing stuff, wads that will help me learn, threads about zscript that might help me, examples, etc, you name it, even giving me some sort of "homework" is highly welcomed. I'm basically learning everything from a DECORATE perspective, i tried learning Zscript a year ago but didn't get too far into it, And nowadays i don't remember anything.
I'm currently trying to learn stuff for a gameplay mod i'm planning to develop.
any help is welcomed. -
Update!
- updated Vol.1 and Vol.2 with new textures
- new marble, concrete, bricks and metal textures (more irl designs and architecture)
- New alternative container textures (closer to how a container looks irl)
- New alternative metal plates textures (simpler flat surfaces) -
On 8/6/2022 at 1:34 PM, ENEMY!!! said:One thing that puts me off a bit from using these textures extensively is that, following the FoxTex and Quake mapping discords in particular, I keep finding that the original textures from Substance Designer are excellent but that, when they are downscaled to 128x128 to make them work better with Doom's pixelated look, they look more washed out and less colourful. I'm not sure if there's a way to address that or not, as for instance I had a similar criticism of the "Doom 3 textures for Doom" set, though ukiro's OTEX doesn't suffer from this. As demonstrated by RonnieJamesDiner's screenshot above, as well as Remilia Scarlet's maps using the Doom 3 textures, this can be overcome with the effective use of dynamic lighting, but with traditional sector based lighting things look a little washed out to me. I find it hard to write this as I know a lot of time and effort has gone into making these textures both good and usable, but I wonder if this is related to why there's surprisingly limited interest.
I would HIGHLY recommend you use IMG2Pixel to downscale textures, when i was making ComTex and RWLTX i used that program to properly adapt textures to a 128px scale and palette them to doom's palette, give it a go at it i think it will help you alot.
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19 minutes ago, Sr_Ludicolo said:@Foxhead would it be possible to downscale these for vanilla Doom? I could help with that process if you fancy such an idea.
All textures were made to work in their respective resolutions, if you want to downscale them you can do that, but i don't have the time nor the desire to do so.
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15 minutes ago, eharper256 said:I downloaded them; they are standard RGB-colour PNG's.
@Foxhead May wish to mention this in FAQ (i.e. they are not Indexed colour in Doom Palette, so are not vanilla compatible by default).It is already said in the FAQ
QuoteQ: Why is the pack not palette for Doom?
A: The answer for this is in the first QA. But also, bc alot of these textures would lose their visual and or colors if done so, the decision was made also bc so users can deal with that themselves and i don't have to deal with having two different packs of each volume to deal with. -
FAQ:
SpoilerQ: What is FoxTex?
A: FoxTex is a free to use texture-pack for modern GZDoom projects that want to stray way and/or go beyond the doom formula and/or style. This gets great inspiration from games such as Dead Space and DOOM 3, and the Texture-pack created by Makkon for Quake 1 mappers.
Q: Why the packs have Volume numbers?
A: FoxTex is split into volumes, each volume has similar types of materials, vol.1 has stones, concrete, and marble for example (anything that originates from a rock/stone basically).
Q: Why is the pack not paletted for Doom?
A: The answer for this is in the first QA. But also, bc alot of these textures would lose their visual and or colors if done so, the decision was made also bc so users can deal with that themselves and i don't have to deal with having two different packs of each volume to deal with.Q: These images seem to be quite big, are they 128x128?
A: The aimed resolution is 256x256 (256px) - but some textures may go beyond that - they are then scaled down using the TEXTURES lump file.
Q: There are so many Textures in FoxTex, how am i going to find what i want?
A: Each type of material within a Volume is placed inside a respective folder, named F followed by a number (F1, F2, F3...and so on). Textures are also named in a especial way, the first 2 letters of every texture tells you which type of material/category the texture is (ST = Stone, CN = Concrete, BK = Bricks... etc).
Q: Looking through the textures a lot of them are vertical, are you going to make Horizontal versions of them?
A: Most if not all textures that are directional have a patch variants with different rotations, just check the TEXTURES files for more info.
Q: Can i use FoxTex for my maps?
A: Yes
Q: Can i use FoxTex for a megawad i'm making?
A: yup
Q: Can i use FoxTex for my COMMERCIAL game?
A: nope, i would rather make a whole new texture for your especific game than you use this thing that is made specifically for Doom and GZDOOM
Q: When will FoxTex be released fully?
A: I have no idea, i don't have a milestone to reach i guess it ends when i feel like i have done enough.Q: Aren't you the guy who made ComTex?
A: YesContributors:
Spoiler
GUIDE FOR VOLUMES:
Vol1:- Concrete
- Bricks
- Marble/Tiles
Vol2:
- Metal and/or Sci-fi
- Lights/Lamps
- Glass
Vol3:
- Wood
- Outdoors
Vol4
- Liquids
FTM
- Wallpapers
- Carpet floors with specific patterns and colors.
- Anything that does not fit previous volumes. etc.
Download Links, screenshots and Showcases:
Screenshots may vary from time to time...
Download: Concrete, Marble, Tiles and BricksScreenshots:
Spoiler
Download: Metal, Sci-fi, Glass and Lights/LampsScreenshots:
Spoiler
Download: Woods and Outdoors
Screenshots: I'll add better screenshots in the future.Spoiler
Download: Liquids and Animated textures!
Note that: This is a early access and things could be removed or replaced in the future.
Screenshots:Spoiler
Contact and Discord server:Email: Thfpjct@hotmail.com
Discord: Foxhead#1875
Discord Server: https://discord.gg/NaFBKacU6EThe server isn't just for FoxTex, it's my general workshop and community gathering area.
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I have a theory they will try to connect Quake with DOOM in someway, that theory is based on nothing.
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4 of October update - Focused on: Metal, Bricks/Stone and Wood:
this time the image is so big that neither Moddb or Doomworld can handle it.
Green = has (many or more) variants
Red = Removed
Blue = Replaces another texture
Update sheet:
Download the texture pack!
Support my work: https://ko-fi.com/thfpjct696925
Join the Discord for updates and future projects: https://discord.gg/VrKB5WeW4g
Follow me on Twitter: https://twitter.com/thfpjctart -
Normally i take a look at other maps, and other games in general. Mostly i go to trailers to get any kind of feeling to map with, i often come back to this one in particular alot:
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Hold to interect, i hate it so much.
also maps that are all about waves and waves of monsters coming at you are boring as hell. -
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28 August 2021 Update:
- Unfortunately i forgot to make the update image. But i here is some highlights of this update and what folders have new textures
- All textures are now paletted for use with Doom.
- Bricks, Metal, Tech, Outdoors, Concrete, Lights and more!
- here some cool screenshots.
Spoiler
Check the download button for link, and if you're interested in watching the development of ComTex and other projects join our discord! -
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23 minutes ago, RiviTheWarlock said:Have you considered having a paletted and non-paletted version?
I have but i don't think i will do that, it just too much work for me and the recent textures that have been added are already on the doom's palette, maybe in the future i will think of something but right now i have to focus on paletting everything. maybe "ComTex Extras" idk
[Question] Texture scaling
in Doom Editing
Posted
Any way i could communicate to GZDoom that a textures inside a especific pk3 are supposed to be loaded scaled down by X amount, without having to individually assign the scaling to each texture file?